New D&D Survey: What Do you Want From Older Editions?

WotC has just posted this month's D&D feedback survey. This survey asks about content from older editions of D&D, including settings, classes and races. The results will help determine what appears in future Unearthed Arcana columns.

The new survey is here. The results for the last survey have not yet been compiled. However, WotC is reporting that the Waterborne Adventures article scored well, and that feedback on Dragon+ has been "quite positive".

"We also asked about the new options presented in the Waterborne Adventures installment of Unearthed Arcana. Overall, that material scored very well—on a par with material from the Player’s Handbook. Areas where players experienced trouble were confined to specific mechanics. The minotaur race’s horns created a bit of confusion, for example, and its ability score bonuses caused some unhappiness. On a positive note, people really liked the sample bonds and how they helped bring out the minotaur’s unique culture.

The mariner, the swashbuckler, and the storm sorcerer also scored very well. A few of the specific mechanics for those options needed some attention, but overall, players and DMs liked using them.

Finally, we asked a few questions about the Dragon+ app. We really appreciate the feedback as we tailor the app’s content and chart the course for future issues. The overall feedback has been quite positive, and we’re looking at making sure we continue to build on our initial success."
 

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It's funny, because it's the best name they've ever come up with. Marshal is terrible - it has two possible meanings, to Europeans, it's a general, so locks in military rank and all that implies, to Americans, it's a law-enforcement officer, totally inappropriate. Most other alternatives are military ranks, or otherwise imply rank (like Captain, which can also refer to the civilian commander of of ship) - too narrow in what they imply, and in-use, today, so bringing with them modern anachronisms. Warlord both has a strong fantasy sound to it, and has no implication of military rank. A Warlord can lead merely by example, by formal authority such as military rank, by acclaim, by threat, etc... And, yes, a Warlord could be an aweful person like a tribal strongman or rapacious orc chieftain - just as a Sorcerer or Wizard is often a villain in genre (or RL, where 'Sorcerers' are charlatans who exploit the superstitious).

The main problem I had with the name is that implies (in addition to the things you already mentioned) a certain degree of achievement or rank. In 4e, where you are assumed to be already heroic at 1st level, that may be doable, but in 5e where 1st level doesn't imply that level of experience, it just seems odd to call you a "warLord". I mean, you're more of a warStudent for a few levels at least.

I started a topic about it over on the WotC forum before, or soon after, the first playtest came out, and the alternative name that seemed to have the most support was "captain." It doesn't totally fix the issue, but it's a bit less of a problem.

Not healing. Healing can stand a fallen ally. Temps are a very appropriate buff for the Warlord, and he had a lot of things to grant them, but they're not healing. They don't even fit the name, which implies recovery. If Inspiring Leader were hp-recovery, it'd only make thing worse, since it'd be giving the Warlord's fairly unique schtick to anyone who wanted it.

Are you saying that you (and others) consider actual non-temporary healing to be an essential part of the warlord?

Because that changes the issue somewhat. I haven't been addressing that topic, because it usually turns into nothing but an argument, and it's really just a matter of playstyle preference that people try to argue for logically. I'm not interested in participating in that.

So if actual healing is considered an essential part of why people want a warlord (rather than simply healing-like functions in addition to their other roles), then I don't really have anything to say about the issue. I assumed that was not the case, and it was feel and general function rather than a level of detail like "must be actual regaining of hit points."

CS dice are just too few,

That's a fair point. If warlord has to be able to do those things all the time, then you can't get that with a Battle Master fighter.

and these effects to minor. You can do one of these a couple of times between rests, and their impact is minor. Commander's Strike, Wolf Pack Tactics, and Furious Smash did those three things in 4e, and they were at wills, and they didn't obviate the need for the hundreds of other maneuvers the class had to choose from.

I just don't see those hundreds of other maneuvers doing a lot of substantially different effects from one another.

Unless they made some sort of "martial spells" for 5e, there is no way to represent that many discrete effects, without condensing them down. While I'm sure there are probably a couple more maneuvers they could make, I don't think there is a lot more room within 5e design to expand beyond that.

Would you think a Rogue with expertise in arcana who could learn 4 cantrips and take a Ritual Caster feat would be an adequate replacement for the Wizard, Sorcerer, and Warlock? That's how far your Battlemaster is from being a Warlord.

No, but I probably would consider it an adequate replacement for assassin. (The Magic Initiate, and perhaps Ritual Caster feat is actually how I represent assassins that dabble in arcane magic like in 3e.)

That is another issue. 5e obviates some potential maneuvers by removing a lot of depth from combat in the name of speeding it up. That just means any maneuvers or resources modeling tactics/strategy/etc need to be yet more abstract.

No disagreement here.

Battlemaster-style manuevers are hopelessly hobbled by the need too keep the class balanced in spite Fighter's very potent, high-DPR, easily-breakable, multiple attacks. A Warlord class wouldn't be a DPR monster, and probably wouldn't make multiple attacks (at least, not himself, every round - possibly he'd have some options that allow them sometimes).

No style, sub-class, feat or background takes away from a class the way you'd need to take away from the fighter to make room for the kinds of abilities needed. The fighter's core, before sub-class, is so focused on high single-target DPR, that it's not given any meaningful features to use in Interaction or Exploration, for instance - no other class is so invested in a single function as to require such extreme measures to balance.

I understand what you're saying about needing room for more extensive abilities (and I'll address that below).

As far as taking away things from the fighter, is that something people consider an essential part of the warlord? They can't be almost as good at personal combat as (the other) fighters?

Actually, it's the objection to the warlord that's emotional. The reaction to the name. The reaction to non-magical hp restoration. The lingering, irrational, spite still directed at 4e.

The name is just aesthetics. If the class was enjoyable for me I'd change the name. I don't consider actual healing an essential part of the warlord. I may have underestimated how big of deal that was for warlord supporters. I'm not a warlord-hater, so edition preferences aren't relevant to my argument.

It was a Thief 'sub class' from the beginning, and it's abilities have never been that different from the fighter. It's like the Illlusionist, that way.

Now, if you wanted a 4e Assassin, with Shrouds, no, the Rogue sub-class wouldn't cut it. But you'd be talking a de-facto caster, or at last magic-using class of somekind.

It's really, really not. The assassin started as a Thief sub-class, has been nothing more than a Kit at times, and has always just done some of what a thief does, plus disguise (which thieves/rogues have been able to do for a while) and death attack. The 5e Assassin does most of what a thief does, plus death attack. It works because they are very similar.

Didn't 1e assassin's have what amounted to martial weapon proficiency? (I might be misremembering that.) That would be a pretty big distinction. I do disagree that it was probably the least distinctive of the "subclasses" in 1e. The 3e version expanded it in interesting ways, and I never got to see the actual specifics of the 4e version, but it seemed interesting.

Just to be nitpicky, but "subclass" meant something different in AD&D anyway. Both rangers and paladins were "subclasses." It was term used, very, very, poorly. 2e cleaned up the concept when it made the class categories, and expressed it that the fighter, thief, cleric, and wizard were the most basic/standard representation of the warrior, rogue, priest, and mage categories, with the other classes being other representatives of those categories.

The same is not true of the Warlord, which has always been a full class, and which does a great many things the fighter has never been able to, and has never had the uber-DPR of the 2e figther that is the template for the 5e fighter.

The 'coherence' of 5e is a non-issue, balance was never a goal, and they DM imposes as much balance or coherence as he feels his campaign needs.

Design space for new martial classes is wide open. Consider the existing all-martial classes: there are none. Now, consider the few exclusively martial sub-classes: The Barbarian (high DPR), the Champion (high DPR), the Battlemaster (high DPR), the Thief (high DPR, skills) and the Assassin (high DPR, skills).

So, what's left: everything but high DPR and traditional 'thief' skills (stealth, thieves tools, etc). That is a tremendous amount of design space, including the Leader, Defender, and Controller formal roles from 4e.

The Warlord was not a high DPR class (it could goose other class's DPR, but it wasn't, one, itself), didn't really impinge on the Thief's traditional skill bailiwick, and was a Leader (secondary defender or, maybe controller, if you squinted).

There is not only room for the Warlord, but an expansive Void where the 4e Fighter and Warlord should be.

I'll try to explain what I mean about 5e design space, design philosophy, rules coherence, etc.

The 5e designers have a philosophy and some general principles they are following involving everything they have done with 5e design. It has evolved over time. They have told us some of it in articles leading up to 5e. They have given us other juicy tidbits in UA, such as the concept of "ribbons" in the Waternborne article, or the various design assumptions mentioned in the one on designing your own classes and subclasses.

Other bits have to be extracted from what they have and have not done with the game, the choices they have made, and the things they have hinted at without saying.

If a satisfying warlord requires:
a) Actual hit point regaining healing
b) Being substantially less skilled in personal combat than the "pure" fighters (Champion, Battle Master)
c) A broad selection of special abilities
d) A level of distinction from current 5e offerings similar to the level of distinction between 4e fighter and 5e fighter

It isn't going to fit in 5e's design philosophy, principles, and space, without a major revision, on par with the 3.5e Tome of Battle. I can go into more detail on the why if someone really is interested. (Healing is actually the easiest one for them to do.)

So is that what people are asking for? A Tome of Battle level of expansion to accommodate a warlord?

I mean, I'm not going to argue against that. I'd even take a look at it and consider using it if it were only a couple tweaks away from usable for me.

But what I am saying is that it really would require that level of expansion to give all those elements to the warlord. So people asking for the warlord, conceptualized in that manner, are asking for something as expansive as a psionics handbook.

That's probably going to be a hard sell for WotC.
 

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But, I guess my point is, if reaching zero is always a big deal, do you have a similar issue with warlord healing?

Something like that.

During the first half of hit points, it is mostly alertness, energy, and maneuverability that is exhausting. Attacks make contact, but they are glancing and grazing shots. Certainly, a coach can help here. Calling out tips, inspiring confidence, warning about incoming shots, and so on.

During the second half of hit points, there is notable wear-and-tear. Deep bruises, black-eyes, flesh wounds, and so on. Here the coach is inspiring the ally to reach deep within for strength, fight-or-flight response and adrenaline are a main factor.

But if reaching zero, when there is critical injury and system shock, I am less inclined to see how a coach can help. Maybe the coach can help during a short rest, nursing the ally back from near death. But an impassioned speech for six seconds isnt enough, during the pitch of battle.

For me, the main flavor of the coach is to keep the troops effective with high morale - and to help them *avoid* critical injuries.
 
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Are you saying that you (and others) consider actual non-temporary healing to be an essential part of the warlord?....So if actual healing is considered an essential part of why people want a warlord (rather than simply healing-like functions in addition to their other roles), then I don't really have anything to say about the issue. I assumed that was not the case, and it was feel and general function rather than a level of detail like "must be actual regaining of hit points."
Ummmm... As much so, at least, as a Fighter's Second Wind can. If people want to get shirty about specifics, that's fine, but yes, some degree of real healing - hopefully including an ability to get downed allies back into the fight - would be, if not critical, at least important. I'd have to see how the class as a whole would operate.

Something similar, like an ability to actually prevent allies from going down in the first place, would probably fill that requirement while avoiding the 'getting guys back from unconsciousness' bugaboo.

As Hussar said, 5e already has Hit Dice. In-combat hit die use is a fairly wide-open field and a niche the Warlord could fill.
 

It sounds like something you'd hear in genre, and it can be taken many ways. For an American listener, 'Marshal' just gets you Matt Dillon or some other guy in a western, it misses the mark completely. Ranks, including 'Marshal' to the European ear, just get you officers in a formal military hierarchy, too narrow in concept. Marshal is the worst of 'em, but all military ranks are right out. It would be like calling the Fighter a Grenadier.

Are there evil warlords? /Sure/. No alignment restriction on the class.

I've yet to hear any suggestion that's near as good, that way.

Sergent is probably the closest to what the "Warlord" is supposed to do. If we want a short snappy one word description then "Bossy" could work.

PC: I want to play a character that tells everyone else what to do.
DM: You should be a Bossy. :lol:
 

Maybe call the 4e Warlord a 5e ‘Knight’. Part of the chivalry is to inspire troops, and they were formally educated in combat, including medical training. Charisma and Intelligence are useful abilities for a Knight to have.

Tier 1: Page (Apprentice)
Tier 2: Squire (Journeyer)
Tier 3: Knight (Master)
Tier 4: Noble (Grandmaster)
 
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You know, I love all the talk about a warlord being back in the game. I loved the 4e Bravura warlord, it was so much fun to play. And I for one never had a problem with warlord healing, even when someone was at 0. I mean, it's pretty easy to fluff that sort of stuff out. (Guy is down, barely conscious, and the leader picks someone up, gets them moving, and they temporarily ignore all the pain as they're needed).

But personally? I've said it before and I'll say it again - I wish wotc would bring back the spellthief. Not because it's a great class (it probably isn't), but because it's the most fun I've ever had playing D&D, and the current "spellthief" (a 17th level power for an arcane trickster) isn't something I'm ever gonna be able to actually see.
 

And I for one never had a problem with warlord healing, even when someone was at 0. I mean, it's pretty easy to fluff that sort of stuff out.

In 5e, unlike 4e, the ‘fluff’ is very much part of the Rules As Written. The fluff determines the more important but less mechanical narrative consequences.

It is too difficult for me to override baked in ‘fluff’. Not worth the effort. The fluff itself must be something appealing and consistent, that I can enjoy, in the first place. Preferably the fluff has as light a touch as possible, so different players have much latitude in how to implement the fluff, while remaining true to the Rules As Written.

If zero hit points means ‘dying’, then it means near death - with all of the in-story implications in force.

Being knocked unconscious (the Unconscious condition, or even the Stunned or Incapacitated condition) is different from dying.
 
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5e already has Hit Dice. In-combat hit die use is a fairly wide-open field and a niche the Warlord could fill.

Another idea is to give it a version of Song of Rest which worse like the Durable feat. Essentially, a Warlord will give you the most out of HD. Essentially maxxing out the HD rolls for the party.


_____________________

Could Dragonfire Adepts work as a Warlock Variant? Pact of the Dragon by combining them with Dragon Shaman?

Or would it be it's own class as a second invocation user except with no spellcasting?
 

In 5e, unlike 4e, the ‘fluff’ is very much part of the Rules As Written.
And the RAW are putty in the DM's hands.

The main problem I had with the name is that implies (in addition to the things you already mentioned) a certain degree of achievement or rank. In 5e where 1st level doesn't imply that level of experience, it just seems odd to call you a "warLord". I mean, you're more of a warStudent for a few levels at least.
In 1e, 'Wizard' was an 11th level magic user, Warlock an 8th level one, and Sorcerer 9th. Wizard, Cleric, Druid, Paladin, and Ranger all, either currently or in the past, denoted accomplishment, too. 'Druid' was a celtic high-priest who trained for something like 21 years to get on the first step to the title. A Paladin was a Knight who served Charlemagne personally. Today, an army Ranger is an elite special forces soldier.

Implied achievement is absolutely a spurious objection.

I started a topic about it over on the WotC forum before, or soon after, the first playtest came out, and the alternative name that seemed to have the most support was "captain."
Military rank, connotes command of a vessel. Fatally narrow. Also, just as much trouble with the bogus achievement rubric. ( Shouldn't your first level "Captain" be a middie?)

Are you saying that you (and others) consider actual non-temporary healing to be an essential part of the warlord?
I'll call it "hp restoration," but yes. You've got to be able to stand the fallen (heck, there was a Warlord power called that). The Warlord had something like 40 or 60 or so powers that restored hps. It was a big part of the 4e implementation, too big to ignore, and it's a critically important function within the party. A non-magical way of addressing that function also expands the range of campaigns and party types that the game can handle without extensive re-balancing, which is a very good thing, as well, and a nice bonus, really.

Personally, I like the idea of the Warlord's in-combat hp-restoration triggering HD. It's an established mechanic, and means he's not a 'band-aid,' like the Cleric, that extends the day with additional healing, just a facilitator who helps allies recover hps in combat, to get them back in the fight.

Because that changes the issue somewhat. I haven't been addressing that topic, because it usually turns into nothing but an argument, and it's really just a matter of playstyle preference that people try to argue for logically. I'm not interested in participating in that.
The core, 'Standard' game is out. Those who wanted their anti-martial-whatever prejudices validated have that. The Warlord should just be designed for fans of the class, who, by definition, are not going to have such reservations.

That's a fair point. If warlord has to be able to do those things all the time, then you can't get that with a Battle Master fighter.
I just don't see those hundreds of other maneuvers doing a lot of substantially different effects from one another.
There's quite a variety. But it always depends on how you look at it. You could look at all the blasting spells the wizard has and figure, well, gee, they all just do damage, and damage scales with slot, so let's just use Magic Missle, everything else can be cut to save space.

Unless they made some sort of Maneuvers for 5e, there is no way to represent that many discrete effects, without condensing them down. While I'm sure there are probably a couple more maneuvers they could make, I don't think there is a lot more room within 5e design to expand beyond that.
There aren't a lot more battlemaster maneuvers you could create, because they have to be workable with a class that layers them on top of high DPR, and can choose any of them at 3rd level. Imagine if the Warlock's spell list didn't include level, and he could just take any spell - could you put 9th or even 3rd level spells in that list when he could pick on at 1st level? No. The battlemaster is profoundly limited, that way - the Warlord should be a more open design.


As far as taking away things from the fighter, is that something people consider an essential part of the warlord? They can't be almost as good at personal combat as (the other) fighters?
One of the conundrums of re-designing the fighter or rogue or any non-magical class that might be compared with them is that they have both been traditionally under-powered or under-versatile or both, throughout the game's history. Sure, you could probably take the 5e fighter, give it everything the 5e Rogue has, and everything the 4e Warlord had, and still have a class that wouldn't overshadow the Tier 1 casters. But that doesn't mean it's a good idea. Balance isn't important in 5e, and classic feel is, so the Warlord is going to have to be comparable to the Fighter & Rogue, and strictly inferior to casters like the Cleric. That's non-negotiable, obviously.

Thus, yes, the Fighter's massive DPR has to go, to open up 'room' for the Warlord's abilities, conceptually. Not because doing otherwise would break the game or make the Warlord wildly OP, but because doing it would obviate the Fighter.


The name is just aesthetics. If the class was enjoyable for me I'd change the name. I don't consider actual healing an essential part of the warlord. I may have underestimated how big of deal that was for warlord supporters. I'm not a warlord-hater, so edition preferences aren't relevant to my argument.
"Actual healing" is the wrong word for it. Restoring hps would be the in-game way to put it, inspiration, possibly the in-world-fiction way of expressing it. But, yes, if you're down for the count, the warlord should be able to shout you awake.

Didn't 1e assassin's have what amounted to martial weapon proficiency? (I might be misremembering that.) That would be a pretty big distinction. I do disagree that it was probably the least distinctive of the "subclasses" in 1e. The 3e version expanded it in interesting ways, and I never got to see the actual specifics of the 4e version, but it seemed interesting.
3e Assassin, I thought, were all PrCs, no? The 1e assassin had a slightly expanded weapon list, could use shields, could disguise himself, and make death attacks, but had fewer/lower 'Thief Special Abilities' - and a level limit. The 4e version went off the reservation and became a magic-wielding "Shadow" source striker. It gloamed 'shrowds' onto the target to set up extra damage. Pretty weird.
So is that what people are asking for? A Tome of Battle level of expansion to accommodate a warlord?
I think a class with three or so sub-classes might be sufficient.

As far as 5e having some kind of h4ter agenda that makes that impossible, I prefer not to speculate.

That's probably going to be a hard sell for WotC.
Everything seems a pretty hard sell at this point. They're putting out very little product, have almost no in-house development.

The 5e design paradigm, though, does not set a high bar to creating a new class, technically. Classes can vary wildly from eachother, introduce new subsystems, and the like, so there's really very little in the way - again, except, perhaps, fear of edition-war-level h4ter nerdrage.
 

I think Captain works really well. It was a general term long before it was an official military ranking.

See Tolkien's use of it, calling Aragorn a great captain of men. It simply means a leader.

From Middle english, Capitain if I recall correctly.
 

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